Shader "Funthing/Transparent/Cutout/Colored"
{
	Properties {
		_Color ("Main Color", Color) = (0.47843137,0.44313725,0.4745098,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Transparency( "Transparency", Range (0,1)) = 0.0
	}
	SubShader
	{
		Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Transparent" }
		LOD 200
	
		CGPROGRAM
		#pragma surface surf Lambert noforwardadd

		sampler2D _MainTex;
		fixed4 _Color;
		fixed _Transparency;
	
		struct Input {
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			o.Emission = c.rgb ;
			o.Alpha = c.a;
			clip ( c.r - _Transparency );
		}
		ENDCG
	}
	Fallback "Funthing/Diffuse"
}